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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. Do you know what? This does give me an idea. Rather than an Intrinsics system that expands just one part, where we have Duviri and Railjack, which are... unfortunately... not quite the repeatable systems they were billed as, no matter how long the actual grind makes them appear to be nearly evergreen. Rather than that, I would like to see the overall Account Mastery Rank system redone as Intrinsics. So ranking up your Account in Warframe grants you Intrinsics for your Account, and there are four trees that you can invest into, giving you the rewards of MR and maybe a little more. For example, you have an Arsenal tree, and what this does as you rank up is grant you the 'Initial Mod Points' and other benefits that affect modding and Warframe/Weapons. It can even have the rewards built into the different tiers like 'X amount of Customisation Loadout Slots'. Then you would have the Syndicate tree, which unlocks the levels of gaining Standing and access to the Syndicate Augments and Weapons, and so on. The Focus tree, which unlocks the higher levels of Focus gain and grants you access to the School Honours shop when you max out a School. Then the last would be the Acquisition tree, which affects the maximum Void Trace cap, accesses things like the Auto Slot feature on Ayatan Sculptures and so on. The key here would be that each rank costs the same (it doesn't scale up like the other Intrinsic grind) except, every time you level up, you can't gain multiple levels in the same tree. You can save up intrinsic points and level up all four trees at once, but you can't gain a new level in the same tree without going through another Mastery Test. Why not? Because it stops people from trying to min-max by saving up and just buying through all the levels of one tree at once. Then, once you have unlocked MR 30, it automatically ranks each tree to max, and you gain the True Master Intrinsic tree as an addition ^^
  2. I think you're missing the key point here; DE have said that, in order for something to calculate the damage it takes (for chaining down the line or charging up another effect) specifically in The Evolution Engine (which is what Warframe is coded in), that thing has to be able to take damage in the first place. You can't make an entity (and let's be clear, that entity can be spawned like Mallet or Tornado, or invisible like Iron Skin and Warding Halo's charge portion) not take damage and then also calculate the damage it takes. Not in this game engine. You can't calculate something from damage it didn't take. When you see something appearing not to take damage, and it instead calculates a new effect, like Iron Skin or similar, that's the game generating a new 'entity' (an invisible health bar, if you will) that takes the damage instead of the player character, and then calculates the effect based on the damage it has taken. DE have said that's how it works, and testing has confirmed it. So, Tornado has to be able to take damage in order to calculate the damage that it deals back out. Not just for the elemental effect, but the basic 'shoot Tornado and it deals damage to everything Tornado is touching with a 2x Crit Damage multiplier' bit. That's the bit that breaks Tornado, see? Not the elemental damage switching, although that's part of it. If all it did was calculate the amount of damage for the elemental effect, then it could do exactly what Mallet does and take base damage. It could do what all the other things do, which is take base damage. The base damage could switch the elemental type and it wouldn't break, because it isn't taking modded damage. Tornado has to be able to take modded damage, so that it can deal damage radially based on that modded damage. Not just as a charge-and-release, but live. Calculated as it gets hit. That's why Tornado breaks and none of the other abilities do.
  3. That's the thing, I don't know that they can easily do that. Everything that actually takes damage (which they need to for the calculation) needs a health pool in the Evolution Engine, we know that from previous comments they've made on DevStreams, and from testing. Health pools in the Evolution Engine cannot be infinite. It's not a problem on other abilities, as I mentioned, because they take base damage and then calculate it out. So they'll never take enough damage to 'break' the way Tornado funnels do. Because Tornado takes modified damage, and has its own feedback loop for any damage type that then creates radial damage, you can reach damage levels that affect enemies with EHP in the hundreds of millions. Meaning that even if you make the health pool in the hundreds of billions range, there's still a chance to break them. So... that's what I meant about 'does it exist in The Evolution Engine'. There are limits to DE's engine.
  4. They do exist. Do they exist in the Evolution Engine, though? Because I'm certain that if they did, DE would already be using them. And for fixing one function on one ability, going to the trouble of adding things like that? That's a consistent thing of DE not doing that (like the option to cast Helminth abilities on Merulina, they would rather Augment her to make Yareli not be riding Merulina to allow Helminth abilities to be cast as normal, rather than coding the abilities into K-Drive movement). So... we'll see?
  5. This one's a good question. I believe that we can customise the invisibility on a Warframe by Warframe basis (literally a listing saying 'Loki' and type of invis, 'Ash' and so on). According to the screenshots we've seen, there will be three types, one being 'true invisibility', the other being 'partial invisibility' and the third being 'normal visibility with a special effect applied'. So the logical thing will be that if you are affected by another frame, the effect that you (specifically) get will be rendered as per the settings you used for the Warframe in your menu. If you get a Smoke Screen invis from another player using Ash's Augment, you get your own settings for Smoke Screen, and so on. I just hope, for all our sanity, that they add all the frames to the list whether we own them or not.
  6. I think what people are missing is that it's not so much 'intentional' as that there are two types of terrain on the tiles, they function differently not because of the punch through thing, but because of what they define on the map. So objects that you can likely punch through are what you could call 'terrain objects', basically boxes with collisions on them that prevent you from clipping into them. The devs use these to make all the bits that can define the obstacles and set-dressing in the room, everything from crates and stairs to fences and cannons. There are, however, what you can't pass through and that's what you could call a 'boundary definition'. These are the ones that define the absolute edges of the terrain, and if you pass out of those you are now in the skybox, outside of the defined map area. Unfortunately, DE sometimes sculpts some basic terrain objects out of this, giving the room some pre-defined shape, before they populate it with actual terrain. Now, what this means is that hitscan can't functionally calculate punch through that penetrates these areas. It reads them as dead zones or the same as you hitting the boundary wall and it going out into the skybox, so there functionally shouldn't be an enemy behind there, even though you can clearly see there is. Projectile punch through, however, like the Fluctus, generates an object that has no clipping. So it can, and will, pass through that type of barrier and continue out to the skybox, or back into another part of the map on the other side of the external object. As long as it has 'duration' on its travel time, it'll keep going. And the Zenith is a separate thing, yet again, as instead of a simple punch through calculation, it actually maps the enemies, giving you a target to aim for that is guaranteed inside the tile, so it doesn't even take into account any terrain that's part of the 'boundary' because you're ignoring the calculations for punch through in the first place. See? It's all DE spaghetti code, but there is some logic to it when you break it down.
  7. Yeah, no, so the way the player base has worked this out (because DE don't release their code, and we have to test everything) there are two ways to have something calculate damage to deal out to enemies from another source, and they're basically the same thing, but applied differently. The first method is to make an entity that takes 'base damage' and then triggers that back out. The other is an entity that takes 'calculated damage' and deals it back out. Both of these use the same function, as far as we can tell. It creates an entity that absorbs damage. Like an invisible health bar. When a player character, or item, or enemy, becomes 'immortal' through any of the functions we have (like Mind Control, Hysteria or Absorb), and then must be able to make calculations from that damage, it generates an invisible health pool of some large amount that takes the damage instead. It takes the damage, calculates that up, and feeds it back out on whatever calculation it has, whether that's potential self-damage when de-casting Hysteria, radial damage when triggering Absorb, or killing the enemy after Mind Control ends. (This is entirely different from straight-up damage negation casts, like the immortality on Mass Vitrify's cast, which simply prevents taking damage.) It even applies to charge-up casts like Iron Skin, Warding Halo, Molt and Merulina, all of which generate invulnerability on either the player character, or the object they leave behind. This applies to generated objects too, like Tornado funnels and Mallet's orb, these are live-calculated from the damage dealt to them and fed out again either instantly or over time. So the difference between something like Tornado and something like Mallet is simply whether the damage taken is base damage or modded damage. Mallet calculates based on Enemy Level and it only takes damage from enemies, not us, to calculate from. Since enemy damage is a fraction of what we can deal, the health bar generated by Mallet for its calculations can't be drained by any single hit of damage. And we know it takes base damage from the Irradiated Immortal Trinity build the playerbase came up with once and was patched out due to DE hating fun (grumble-grumble-rassin-frassin), which nuked defenses by irradiating Trinity, making her Immortal with the Switch Teleport Augment, and then had her wail on Mallet with a hard-hitting melee with Link active, doing absolutely insane damage out to all enemies in range, as well as even more damage to those hit with Link. The damage it dealt out to enemies was calculated to be the enemy-level-scaling calculation using just the base damage of the Melee, rather than the modded (which is why, at the time, the Gram Prime was the weapon of choice to do this with using Heavy Attacks). But Tornado calculates based on the modded damage we deal, and when you're using the massively high-damaging option of the Electric or Gas feedback loop... it overwhelms the healthbar of the calculation object. Now... this used to be possible with just a well-modded Tenet Plinx with its alt-fire, the single burst of high damage was enough to kill a funnel easily. This doesn't seem to happen anymore, I could be wrong, but it didn't all through testing in Netracells. However... the patch they did was probably to increase the healthbar's actual numbers, to try and bypass or ignore this problem and... if you're saying it's still happening, then the likely point is that they probably doubled, tripled, or even added a couple of zeroes to the end of the number to try and stop it, making the health significantly chonkier. But with that method? Yeah, that's likely still going to happen. Simply because of the possibility of hitting stupid levels of damage ^^
  8. Huh, they must have just increased the damage cap. I tested the same weapons that bugged it out before, and they didn't this time around. I knew it wouldn't be so easy to fix, because of how DE's Evolution Engine does damage calculation.
  9. I've been chilling at some pretty high levels with my Zephyr. See, the only things you need to worry about on the Circuit are Defense rounds. All the other formats you will finish as long as you're killing enemies and completing the objectives. So with Zephyr, you have her aerial movement to keep away from melee units, you've got Turbulence to keep away from ranged units, and you've got Tornado (recently buff/nerfed to no longer do the infinite Electric loop, but also to not bug out if you pump too much raw damage into it) as one of the best hybrid CC and weapon boosting Abilities in the game. Combine that with quickly dragging in enemies with her 2 (swap the tap-hold around if you need to) and you can survive and kill for days. As for Defense, Tornado and Turbulence combine into an impersonation of Vauban. What you don't lift with the Tornado (like the Eximus) you can still kill with the Tornado. What you don't deflect with the Turbulence (like the Eximus Abilities) you can safely ignore because they're rarely stacked together longer than it takes to kill them. Just keep your Energy up, keep your 3 and 4 up, and read up on the mechanics of Tornado, because there are some weapons that will genuinely mess with reality when you combine them with Tornado, and you might not pick them in the cave if you didn't know.
  10. As far as I understand it, DE built the answer to this into the mod itself. Since the Quick Thinking effect prevents damage to your Health so that it cannot go below 2HP as long as you have energy, and since you cannot gain energy from Rage/Adrenaline if you do not take the damage, then the loop can never be infinite. Once you hit 2HP you stop taking damage to your Health, and so can't benefit from the Rage effect. Nourish will allow you to take the Energy from your Rage effect to completely fill up your Energy Pool from taking enough damage in a short amount of time, but all you're effectively doing is... maybe putting a third again onto your effective Health Pool. And, to top that off, if you don't have the Energy because you drained too much with Quick Thinking, this will mean you can't cast your abilities, you definitely won't if you used Blind Rage to get the high Strength.
  11. Welcome back ^^ It's been a while. Also, this solves absolutely nothing. Put it this way: This is why we have chat moderation. No matter how good or bad you think Warframe's chat moderation is, this is the reason we have it. So that people who say things that are out of the normal realms of conversation can be removed so that they don't impact the wider group of comparatively normal or sensible people. In the more normal sense, we have moderation to move players to, for example, Recruiting chat instead of Region to prevent people spamming their requests in a place that will not help them. The same exists for Trading chat and so on. Moderation is there to ensure that players behave in less offensive ways, even if that 'offensive way' is just putting their text in the wrong chat. As there is, currently, no way to do that on Voice, then Voice will continue to remain an un-moderated mess full of people who know they aren't being moderated. Some people should not be inflicted upon others, and blocking them personally will not stop them from inflicting themselves on each person in turn after me. So. That said, the point I made will still stand. Even the tiniest extra bit of convenience for accessing Voice will be something I'm against, because what it does is make people do at least one extra thing to activate it. If it even dissuades 10% of people from saying something that is cruel, offensive, out of pocket, or just argumentative for no reason... then it's an improvement.
  12. Ooh, ooh, I know this one! While I completely sympathise with the desire for this option, DE have repeated on multiple occasions as far back as the great Volt Speed Opt Out experiments, that they don't want to implement this as an option. That's it. That's the report. That's the current answer until DE release another statement on the matter. And asking on the Forums for them to bring it up again has not worked at all. This has been your PSA on the topic, as raised.
  13. And? All Tenno faction weapons can, and eventually will, get Primed because that's what DE is doing. I just answered the question as written, in good faith. And why does the statement that we have an opening for the weapon to exist in the next Prime Access even prompt the response of 'go for a different variant'? I'm giving OP hope that we don't have to wait for another variant.
  14. Original statement: The player base has expanded, you are able to encounter more of the bad players than before. Argument from you and quxier; That's not how proportions work. Explanation: The statement is correct because one person's experience does not match up with the averages or proportions, because that's how deviation from the norm works. Repeated argument from you and quxier: But proportions... Explanation: Proportions are not ironclad rules of how one person experiences the game, and the original statement is correct in how it allows for the experience OP has stated. Repeated argument from you and quxier; We're talking about proportions! Explanation: I'm not. I'm talking about, and have always been talking about, how numerical increase allows for deviation from the norm. In the absence of being able to claim 'proportions' anymore: You've changed what you said, that isn't what you've said, it's there for anyone to see. Counter question: Is Drod seriously illiterate? Or are they just trolling? I have been nothing but consistently and patiently explaining the actual function described by my original statement, trying to put it in ways you can understand and then move on from with a better grasp of how statistical mathematics functions. Your inability to grasp something so basic has embarrassed you so much that you're going to pretend that you've won the argument by claiming I'm inconsistent. Slow. Clap.
  15. You know why they're not ignored? Because I'm not the Devs and I'm answering the actual player's direct question on the Forums. You're literally arguing for the sake of arguing now, quxier. You've joined this entire discussion to make a point (specifically to me, not even to OP, just to me) about something that didn't need the point making and isn't even the correct point, because what I said is correct under the stated theoretical situation. Just let it lie. You don't have to keep arguing this, it's so far off the topic. My point was made, was valid, and does help explain to OP why they are experiencing what they're experiencing. Even if the explanation turns out to not be correct, because the basic theoretical was wrong and we're just filling up with toxic people, it can help OP go back out there and hope that there's lots more good players that they can go find if they keep looking. I'm not wrong. And OP's question was answered. And you're just arguing something that doesn't need to be argued.
  16. Huh... Let's see... We've had it spoiled by Rebecca that the next Prime is Protea, and she'll be replacing Garuda. Garuda had her signature Nagantaka, but her bonus item was the Corvas Prime. Protea's signature weapon is the Velox, so she could have a melee weapon with her, and that could be the Sarpa Prime. We have an opening in the next Prime Access, basically. For the rest, it's likely Xaku after that, who has a signature Melee, so not happening there. Lavos is after that, with only a signature Shotgun, and is replacing Revenant who had a signature Melee... I don't think the Sarpa would fit there, but it's an opening. Sevagoth is next, only had a signature Secondary, and is replacing Baruuk who had a signature Melee and a bonus Secondary, so there's space there, even if I don't think the Sarpa fits Sevagoth. Yareli? Nah, they wouldn't put a melee Prime on Yareli, she can't use them on Merulina. Gyre, with just a signature Primary, is replacing Wisp who had both a Primary and Melee, so another chance there, and Gyre probably would like the Sarpa... I think? Caliban should replace Grendel, with a signature Melee, no chance there. And then Styanax will likely replace Gauss, and the Sarpa definitely doesn't fit Styanax, even if there's space. That's a quick look ahead at the next 2 years or so of Prime releases, you've got a couple of chances, the first being as early as the end of April. And the next likely slot is not until Summer 2025. Take of that what you will ^^
  17. Just roll around, dude, removes the animation limits and clears space so you can change back and shoot things again.
  18. Unless? You are the extreme. Unless you're OP who has a deviation from the norm. Unless they aren't actually all that extreme and just represent a deviation, rather than an extreme. ::EDIT:: I say this because, in case you forgot, I'm answering OP's question. This whole argument about averages and proportions has been over the answer of me saying, in summary, 'OP, you're just a deviation from the average.'
  19. But you can. That's the point. You've literally explained how, as a player plays more, they trend towards the average, because that's how an average works. Until they play enough they can deviate from the average and have experiences that are not the average. This is literally how averages are formed. Yes. Yes, they are. That's the entire point I'm making. Extremes. Exist. Averages are not ironclad rules for data sampling when taken in isolation. You both are just doubling down again and again on ignoring this basic part of it in the hopes that you'll somehow argue me round when I'm right. The extremes exist, and they're only possible to exist in the way described (for reference, after the expansion of the data set to include way more data points, the result found of a single source encountering numerically more of the adverse data) because of numerical availability that allows them to exist. The lower the numerical amount in a data set, the less possibility for a single data source to encounter extremes of data deviation. The higher the numerical amount in a data set, the more possibility for a single data source to encounter extremes of data deviation. That's literally how this works. You cannot argue this function does not exist. You cannot argue that my statement is wrong. It literally walks the exact line of what happens when you expand a data set numerically, and that happens regardless of whether the data set was expanded in proportion or not. There could be a million more toxic players online completely skewing the data and being disproportionately more present in the game, and guess what? A player could not notice at all, because their experience of the games they play does not extend far enough for them to come into contact with those toxic players at a greater frequency than before. It works both ways. It works whether proportional or disproportional increase happens. That's the entire point.
  20. First: You are going to be spending that energy anyway to upkeep the abilities. In point of order, because the activation of his 1 would (under the proposed change) pause the Duration on his 3, you are then extending the up-time on the 3 cast for the cost of the drain on top of the added benefits for what you get as a combo, meaning you need to cast his 3 less frequently. We've seen that duration pausing works on frames, courtesy of Xaku, even if you have to burst-cast to achieve that. Adding drain for a direct damage function is kind of the logical next step. Second: DE almost never do what you've just suggested instead. Slapping on some extra damage is incredibly rare, as a change, even if some extra Status is more common. The last time they just did a +Damage option was the change to Zephyr's Dive Bomb three or four years ago, where they not only upped the base damage from 500 to 3500, they also improved Target Fixation to make it more functional and allow Zephyr to scale that damage infinitely. However, something DE have done, quite a few times, is make abilities have those things conditionally. So the base functions are weak. The combo functions are strong. For example, one of the not-so-explored functions of Razor Gyre is that it charges up. With the only limit being your energy cost per second going up by 2 energy for every 100 damage charge into the ability. If this function is multiplied by 8x as well without affecting the cost, you're looking at a few seconds charge creating an ability that deals Bleed ticks an average of 1.6 times per second, that tick for 10k each. On top of that you add Sentient Wrath for the base damage multiplier, and you can even have pre-cast his 4 to create an area of defense removal that enemies funnel into and then take the full damage from the base without damage reduction. The average un-armoured Steel Path Heavy Gunner (average being around level 128) would die in seconds from just the base damage hits at that point, if you add the Bleeds to that you reduce the time even further. Look at something like Gara. Terrible first ability, a mild damage-dealing and good damage-reducing 3, and a defensive 4 that can get torn apart easily. Combine their casts, though, and you have infinite damage. You literally have infinite damage if you maintain the cast. It's definitely slower to build up than the proposed changes to Caliban's 1 to combo it with his 3, but... Yeah, it's the kind of thing DE likes to do. The kind of thing they've done in the past. So... With that in mind, the combo idea seems to have a lot more desirability and build potential. Imagine using the new Companions to spread Viral for you, instantly increasing the damage taken by 100%, up to 350% on top of the damage multiplier from Sentient Wrath, giving you near instant death of the average Steel Path enemies, and reasonable scaling up into the multi-hundred level range. And an energy drain of 14-20 per second is harsh, but considering that's before you add Efficiency to reduce the cost? And before you add functions that force-drop Orbs for playing with Equilibrium and all the other options on top... it's just negligible. I don't see DE just doing a slap-damage-on-it fix. I can see them doing a combo.
  21. The single point sample is the single player, not a single game or a single experience. It does. Because you're not taking the aggregate experience of all players, or the experience of one player playing once with every single person in the game. You're taking the experience of one player that cannot possibly play with every single player in the game. You're also correct, Quxier, because the average player isn't blocking every toxic player they play with, so you can get repeats. One player may never see any of the toxic players whatsoever. One player may see all 10k toxic players. One player may see the same 50 toxic players in their games over and over until they start blocking them and getting new ones. That's the entire function of the deviation for a single-point sample of one player's perspective. Proportion is just an average. You can only expect it to apply when taken either as a full sample of the entire player base's experience, or as a full sample of one player's near infinite number of games where they play with every single player in the game at least once. A single-point sample literally can and almost always does defy the averages, defy proportion, almost by requirement to create an average overall. It's statistically unlikely in any sample size larger than single digits for any one individual to match the actual average exactly. Do you see the logical fallacy that people like Lord_Drod are trying to create? By saying that the direct numerical increase cannot change a person's experience of the game when what you're basing this on is 'the proportions are still even, therefore the experience must still be even', that is just plain denial of how proportions and averages are achieved mathematically. So the question is, are they going to dig their heels in and try to insist that a player's experience must match the proportional average experience? Or are they going to admit reality?
  22. I don't see what you don't get about this. From a single point sample, it doesn't matter what the proportion of players are, you are able to get more of of one type when you increase the numerical quantity, even if it's in proportion. From an overall sample, which is where proportion matters, you get the same amount proportionally. Yes. But that's like saying in true RNG, you are statistically likely to get a specific result after only 15 attempts, and 'nearly guaranteed' after 30, that's true for the overall results. For the individual results you have direct and recorded examples of the specific result not occuring for 60-100 attempts, or after only 1. That's because the average, or proportion, is a combined result that smooths out the outliers. From a sample of one, having 10x the players you don't like in the game means you are able to encounter more. Regardless of the overall average set by the total experiences, if your sample size is 1, you can have that bias because you now have 10x the quantity. It works the other way too, if you didn't like role-player type tenno, ones that are hardcore into the lore and behave accordingly, you are going to notice way more of them in the game if you multiply the player base, even if it's in proportion. Because that's your sample. One point. This is the key point to understanding sample sizes in mathematics and how they bias statistics.
  23. So... Let's see... I'm a little confused at the Arcane choice, you've put on Molt Reconstruct when you have Blood Altar for quick healing of both you and allies, and you're upset at the negative Duration, when you could put on Molt Efficiency instead and easily get to 120% Duration for you casts, even if your shields ping down after the actual cast. Alternatively, you could have Archon Shards on there to bring that up. And the real solution is... you have Bloodletting. Swap out Transient Fortitude for Blind Rage, even one that's a couple of points from the top, and you have better Strength for the slow on Wyrd Scythes, you'll have a 1:1 ratio on percentage of health to percentage of energy (which on your build works out to about 425 Health for 455 Energy, not a bad trade when you have the healing built into her kit) or better if you de-rank Blind Rage a little, and your Duration will be at 95% so a single Archon Shard can take you back into positive numbers. And I don't see why you have Quick Thinking there either... It's technically a second gate, but even with that efficiency, any damage that gets through your Shield Gate, your Healing and your ability to jump out as an Operator to escape lethal status or situations, will also be strong enough to completely drain your energy and leave you with no way to get it back by using your Abilities. So it's kind of redundant. Hmmm... Okay, let's try something to get you the same or better stats, but with a little twist, it'll take you two more Forma to get from this build to the one I have in mind, maybe three, depending on what you'll go for. Ditch both Transient Fortitude and Overextended. Forma in two '-' polarities for Augur Reach and Stretch. You now have enough points to put Cunning Drift in the Exilus. What does this do? Your base Duration is now up to 95% without Transient, your Range is still 190% with the three Range mods, your base Strength is up to 155% without Overextended, your Efficiency is still 160%. Use Molt Augmented and Molt Effiency, this will get your situational Strength up to 215% and your situation Duration up to 155%. You now have a flex slot that you currently filled with Quick Thinking, but you can fill it it anything else up to 16 mod points for the cost of a Forma. Without costing a Forma you can throw in Adaptation, Primed Sure Footed, Boreal's Hatred (for that 175% Efficiency, as well as some more shields to feed your Gate duration), Nira's Hatred (for base 110% Duration, so you can switch back to Molt Reconstruct if you want), Amar's Hatred (for a little more base Strength on Wyrd Scythes), or even one of the Gladiator mods to help with your melee. Out of the choices, I would probably go with Primed Sure Footed on the non-Forma option (because knock-downs can be lethal), and if you put a Forma on... Probably the Augment for her 4 to give you a tap-function on the cast for the same effect in a radius of 17-18m without the charge-time, also good for her Talons melee combo when you're using them. Now? Your base stats are better than the original build, you have a little shield restore when you hit an Ability (not much, but enough to get past the regen delay), and you even have a little more mobility with the slide from Cunning Drift making you go faster. I think that'll help you out ^^
  24. The most typical buff that people suggest is that it should deal both an effect and substantial damage when you cast it with your Lethal Progeny active. In combo with these, casting should pause the Duration of Progeny, and it should multiply the damage based on how many you have active. So 2x with one, 4x with two, and 8x with all three. And the Status chance of the Bleed goes up too, so you have an 80% chance of Bleed per hit too. That, at the very least, would maintain a little of the 'balance' DE have put in for a bad 1st ability, so that you'll need casts of his 3 in order to get any real damage out of it. Combine that with his Defense Strip on his 4, and you have some decent damage.
  25. Yes, you can actually go to the Wayback Machine and look at the actual purchasing page for the Founders Packs and see the written statements by them of 'snag exclusive items that will never be available again'. From there you can even navigate to the FAQ page of the time where it states that these items are exclusively for Warframe Founders and available for a limited time only. It's also (apparently, because I wasn't one) on the confirmation e-mail sent to all purchasers to confirm what the exclusives are and that they will not be available to any other player, nor will they be put up for sale again. This was re-iterated during the scandal of the Chinese release where the Chinese publisher temporarily offered the Lato Prime to that market for purchase, and all of those were immediately refunded and removed from those accounts because of this agreement. Now that was a mess... Anyway, we have their receipts, we have multiple interviews, DevStreams and even a standing rule by the Mods on the Forums that non-productive discussions about the topic get shut down to prevent the circular arguments. It's just that the newer players can only report what they've been told, they weren't around for the original statements by DE during DevStreams, or the actual Founders Pack era, and so on, like some of the older players ^^
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